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Azaezel's Forum Posts

Thread Post Date Posted
Torque 3D MIT: Codename GREED - FPS Engine Well, while the core structure still seems to be a bit under debate, might as well note: [code] ... read more 02/01/2014 (11:54 pm)
Thinking outside the hitbox Well, went ahead and spent the time to go through http://www.garagegames.com/community/resource/... read more 01/31/2014 (2:40 pm)
Torque 3D MIT: Codename GREED - FPS Engine @Daniel: you lurking in irc? We were *just* discussing setting up a separate asset git repo to cut d... read more 01/24/2014 (10:23 pm)
Torque 3D MIT: Codename GREED - FPS Engine @Timmy: not really. Genre specific is genre specific, and shouldn't end up in the main repo. Gene... read more 01/24/2014 (6:26 pm)
Torque 3D MIT: Codename GREED - FPS Engine An employee showing interest in perhaps taking some free time != The company as a whole doing so for... read more 01/24/2014 (3:26 pm)
About T3D Steering Committee (01/2014) @Ron: However this turns out, I'll simply say to my mind it remains a case of a discussion on how we... read more 01/21/2014 (5:16 pm)
About T3D Steering Committee (01/2014) Actually Lukas, the setups pretty much the same. Explicitly used a git fork from T3D precisely for t... read more 01/21/2014 (1:30 pm)
Torque 3D MIT: Codename GREED - FPS Engine Current setup is anyone that wants to sign up as a developer can branch or alter as they see a need,... read more 01/21/2014 (4:17 am)
Torque3D OpenGL Status Issues added as requested. The first you wouldn't see, given it's an MSVC DLL version error. The sec... read more 01/21/2014 (4:12 am)
Torque3D OpenGL Status Updated the above. Ended up cooking up a set of glew lib auto-inclusions there. Let me know if you w... read more 01/20/2014 (7:16 pm)
Torque3D OpenGL Status Sorting through a 3.5 merge attempt ( https://github.com/Azaezel/Torque3D/tree/dev_OGL ) The rev... read more 01/20/2014 (4:48 pm)
Torque 3D MIT: Codename GREED - FPS Engine [url]http://sourceforge.net/p/greedtech/code/ci/master/tree/[/url] ^those not showing?... read more 01/20/2014 (2:23 pm)
Torque 3D MIT: Codename GREED - FPS Engine Not finalized in any way shape or form on the AI bit, no. As usual, it'll depend on what folks wish ... read more 01/20/2014 (1:37 pm)
Torque 3D MIT: Codename GREED - FPS Engine on verve: 1) Do we have a known issues list from existing consumers? 2) Since that branch has T3D ... read more 01/15/2014 (6:46 pm)
Torque 3D MIT: Codename GREED - FPS Engine Ok, lacking any further input on general commit structure, threw up a physics, graphics, AI, and per... read more 01/08/2014 (4:30 pm)
Torque 3D MIT: Codename GREED - FPS Engine [url]https://github.com/Azaezel/Torque3D/tree/material_damage[/url] prepped for when we sort out our... read more 01/07/2014 (10:36 pm)
a more sensible way to scan for targets I usually use a combination of an aiManager that cycles through bots. Not gonna post the whole th... read more 01/03/2014 (4:34 pm)
You don't have to hide your source-code @Ron: That's regrettable, though I can't say I don't see why you would come to that conclusion. I ca... read more 01/03/2014 (3:37 pm)
Torque 3D MIT: Codename GREED - FPS Engine edit: scratch that. braai-er cooffeee. one query though: will we want to stick to a development/m... read more 01/01/2014 (5:03 am)
Torque 3D MIT: Codename GREED - FPS Engine A library is a collection of solved problems. An engine is a series of interlinked solutions. ... read more 12/23/2013 (2:48 am)
Torque3D OpenGL Status Looks like it's mostly knocked out at this point. Put the material system through it's paces, and on... read more 12/04/2013 (1:47 pm)
Torque 3D MIT: Codename GREED - FPS Engine Once we do have a set spot, let me know if there's interest in: Updated version of updateDamageSm... read more 12/03/2013 (6:45 pm)
Torque 3D MIT: Codename GREED - FPS Engine @Ron: Not trying to divert the thread, merely attempting to make it clear that in my case it'll be b... read more 12/02/2013 (6:26 pm)
Torque 3D MIT: Codename GREED - FPS Engine As far as commitments go, I'm still going at it from the perspective of "The cash comes from ma... read more 12/02/2013 (5:13 pm)
Torque 3D MIT: Codename GREED - FPS Engine @ron: Might be a bit slow, but it's kinda nice to see folks excited about interacting with the engin... read more 12/02/2013 (4:20 pm)
New Blinn-Phong with Specular Alpha. One issue with the above method I'm mulling over at present before considering turning it into a pul... read more 12/02/2013 (4:18 pm)
How often can I call Material::reload()? [url]http://gameclay.com/documentation/per-shape-shader-values-t3d[/url] Mostly still accurate. Cur... read more 11/27/2013 (10:45 am)
New Blinn-Phong with Specular Alpha. *sigh* and I'd just got done sayin if it wasn't obvious, ask a different question... ceil rounds to ... read more 11/26/2013 (11:52 pm)
New Blinn-Phong with Specular Alpha. @Ron: Still mulling over how (or even if) to apply specular hardness in addition to an explicit map... read more 11/26/2013 (6:44 pm)
New Blinn-Phong with Specular Alpha. That'd be my take on it as well. Not quite sure on the required math for smoothing those out m'self.... read more 11/25/2013 (5:04 pm)
New Blinn-Phong with Specular Alpha. After a bit more poking, it seems to be more related to: advancedlightingfeatures.hlsl [code] v... read more 11/25/2013 (3:10 pm)
Tangent Basis of Torque 3D is.....??? So after a bit more digging around, I came across a sister-implementation at http://www.terathon.com... read more 11/10/2013 (3:44 pm)
Tangent Basis of Torque 3D is.....??? Hrm... I had suspected it might be at least related to a handedness mismatch issue. That'd explain w... read more 11/07/2013 (11:40 am)
Parallax/Normalmap heightmap-bug?! [url]http://tech-artists.org/wiki/Normal_map_compression[/url]... read more 10/04/2013 (1:34 am)
Parallax/Normalmap heightmap-bug?! Yep. Just this issue came up earlier this week with one of our own artists. If you feed a dds to ... read more 10/03/2013 (1:28 pm)
Parallax/Normalmap heightmap-bug?! What texture file format?... read more 10/03/2013 (1:09 pm)
Walkabout Navigation Toolkit help thread ended up using [code] getContainer()->findObjects(box, StaticObjectType | VehicleBlockerObjec... read more 09/30/2013 (5:33 pm)
New example terrains for Torque [url]http://i.imgur.com/rejEhjn.png[/url] figure that'd be enough to demonstrate/test against concav... read more 09/11/2013 (2:06 pm)
New example terrains for Torque From a technical demonstration/more fully fleshed out testbed standpoint, I'd agree with multiple bi... read more 09/10/2013 (2:16 pm)
Torque3D OpenGL Status Sticking my head in to say: good job so far. Did need to alter [code] auto &desc = shaderCo... read more 09/05/2013 (3:03 pm)
T3D, Existing Object and Terrain System, and Terrain Paging To elaborate a bit on the concept I'd mentioned a bit earlier, most 'streaming level' systems operat... read more 09/05/2013 (12:54 pm)
Some thoughts on the T3D community size @michael: I wouldn't be overly concerned about that 14. That's not how many folks have tossed in twe... read more 09/05/2013 (12:23 pm)
T3D, Existing Object and Terrain System, and Terrain Paging Maybe a few (HA!) alterations to the bin and/or zone systems, and the way object's interact with the... read more 09/04/2013 (7:27 pm)
Some thoughts on the T3D community size Speaking strictly for myself, the approach I'm taking is knocking out fully fleshed out, but small g... read more 09/04/2013 (3:29 pm)
Improved Particle System [feature suggestion] Yes. The object ID transmission in a clientserver to client system needs to go through ghosting prot... read more 08/16/2013 (2:13 pm)
Improved Particle System [feature suggestion] Having poked at light, I must say that's a pity. Could add quite a bit of useful functionality if th... read more 08/16/2013 (1:28 pm)
ejectionOffsetVariance pics (requested) No, a half-awake answer to https://github.com/GarageGames/Torque3D/pull/460 . One of those minor add... read more 08/11/2013 (8:43 am)
Playthread, non-cyclic animations, and clients It'll be in the object transmission system somewhere. You did give me a game-sepcific workaround whi... read more 08/03/2013 (8:23 pm)
Playthread, non-cyclic animations, and clients Couple cases off the top of my head: during their onAdd, and during their onDisabled. I have conside... read more 08/03/2013 (10:17 am)
Bad collision when switch collision mesh for vehicle at runtime I notice you're using a single-vector collisionDetails. What do your buildPolyList, buildConvex, sup... read more 08/02/2013 (8:58 pm)